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Pachirisu sprite

#0417

Pachirisu

electricBlaze Black 2 / Volt White 2 Redux docs0.4 m · 3.9 kg

Base stats 450 total

HP
65
Atk
60
Def
80
SpA
60
SpD
90
Spe
95

Abilities

  • Volt Absorb
  • Pickup

Learnset

Level-up moves from Blaze Black 2 / Volt White 2 Redux's own docs; TM, tutor and egg moves are the base game's (Black 2 / White 2).

Level20

  • 1BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 1ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 1GrowlnormalStatus100% acc40 PPLowers the target’s Attack by one stage.
  • 4Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 7SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 10Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • 13CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • 16Fake TearsdarkStatus100% acc20 PPLowers the target’s Special Defense by two stages.
  • 19RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • 22SwiftnormalSpecial60 BP20 PPNever misses.
  • 25Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • 28NuzzleelectricPhysical20 BP100% acc20 PPHas a chance to paralyze the target.
  • 32Follow MenormalStatus20 PPRedirects the target’s single-target effects to the user for this turn.
  • 36UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • 40CharmfairyStatus100% acc20 PPLowers the target’s Attack by two stages.
  • 44Hyper FangnormalPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 48DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 52Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • 56Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • 60Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.

Egg12

  • BestownormalStatus15 PPGives the user’s held item to the target.
  • BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • Fake TearsdarkStatus100% acc20 PPLowers the target’s Special Defense by two stages.
  • FlailnormalPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • FlatterdarkStatus100% acc15 PPRaises the target’s Special Attack by one stage and confuses the target.
  • Follow MenormalStatus20 PPRedirects the target’s single-target effects to the user for this turn.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.

TM/HM26

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • CutnormalPhysical50 BP95% acc30 PPInflicts regular damage with no additional effect.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • Echoed VoicenormalSpecial40 BP100% acc15 PPPower increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.

Tutor12

  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • Gunk ShotpoisonPhysical120 BP80% acc5 PPHas a chance to poison the target.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
  • Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • Seed BombgrassPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.

Appears in 12 games

  • Diamond / Pearl
  • Platinum
  • HeartGold / SoulSilver
  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Brilliant Diamond / Shining Pearl
  • Legends: Arceus
  • Scarlet / Violet